Showing posts with label dungeon design. Show all posts
Showing posts with label dungeon design. Show all posts

RANDOM WIZARDRY DUNGEON: Punched Up With The Dungeon Design Course

YOU DON'T NEED MUCH TO RUN A DUNGEON...

In the Designing Dungeons document, we advocated for creation focused on play rather than publication. And this often doesn't require extensive notes and your dungeon doesn't have to spread over even a whole sheet of paper, but I would encourage something greater than just 5-10 rooms.

Here, I used the Wizardry instruction book as a source of inspiration for both the dungeon's size and the monsters that might populate it. Also used this random generator that reorganizes the AD&D Appendix A tables. Wizardry being a key inspiration behind the hit show Dungeon Meshi, which is a recent reference for dungeon crawling.

A fun and usefual thing about the Wizardry dungeons is they exsist on a 19x19 grid- which can help communicate maping to players. Here is the map I came up with:


And to go with my map, I scaned through the enemies from the game that seemed to correspond to the first level of the dungeon. I loved the sprites from the old game so I arranged them into a little encounter table:


And here is the total key that I ended up with- barely two pages. I worked here with paper and pencil  because I think sometimes it nice to completely get away from the digital.



...BUT YOU MIGHT WANT A LITTLE MORE

So cool. I have a looping ~24 room dungeon with monsters, traps, treasures, and even some pits and collapsing bridges over water. Not bad for randomization- but it can be punched up.

Even sticking to the confines of the two pages there, you can see that on the second page, I still seemingly have 4/5th of it blank which can be filled in with stuff.

What I would first reach for would be two chapters in the Designing Dungeons course: 
  • Chapter 3 Refining the Theme: Random generation can provide some suprising results, but they often are just hinted at. In the dungeon above we have two concentrations of kobolds and a lot of undead kobolds. Maybe two different factions? Is there a kobold necromancer? And what's up with the vorpal bunnies? We also need to determine perhapes a dungeon lord (maybe the kobold necromancer) and a "key" treasure.

  • Chapter 5 Dungeon Checklist: I think the checklist is one of the greatest tools to quickly help ensure a dungeon is up to snuff. Each of the parts of it will allow a DM to punch up common, well-worn elements of dungeons design, like kobolds, to something more interesting that random generation often over looks- like a reason to talk, to experiment, and to be suprised.



HOW TO VOTE

The ENNIES are a fan-choice award, so who goes on to win is based on voting. 

If you got something out of the course - if the procedures have helped you overcome writer's block or if you found some useful resources for your own GMing practice - I would very much appreciate a vote! 

1. Go to the ennie-awards.com's voting booth

2. Click on Best Online Content

3. Select Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less, Joshua McCrowell & Warren D as #1.

4. Press submit! 

5. Receive my eternal gratitude for your support.

Voting continues from July 10th to July 19th.

If we win, my collaborator Josh and I have a very silly acceptance video prerecorded. It will be worth a vote for me just to laugh at our little video.



FRIDAY NIGHT DUNGEON DRAFT: Editing Six Doors of the Forgotten Lord Rooms 07 to 12

 


Continuation of my series to edit a quick "Friday Night Dungeon" using Dolmenwood.

Tomb of the Twin-Headed Hawk (Pg 4)

Link to the Draft Document: Six Doors of the Forgotten Lord

Key Detail: Room 07 is a door, so another roll on the heraldry table yielded "hawk" and for a room type I rolled "weird" so, I went with an animate door- a squawking two-headed baf relief. Its odd, will prompt discussion, and is an alarm obstacle

Initial Treasure Total (silver standard): 120sp with the opportunity to gain a large talking jug.

Three Initial Problems: 

  1. More Description of Important Things: The animated door and describe the jar heads of the barrowbogeys (peak Dolmenwood monster) with a little more flavor
  2. Empty Crypt (#10 & 11a) Is Too Bland: I should know better since I wrote a post on it. Something needs to go here to punch it up.
  3. More Treasure: Not enough for sure at 120sp. On average, level 1 treasure is about 600sp (or gp...whatever standard you use). Treasure shouldn't be evenly parcelled because that is boring, but it should still be there.

Three Potential Solutions

  1. Colorful Descriptions: Let's see...
    • Door: The bas relief of a twin-headed hawk strains to grab the green grasshoppers that float past it; occasionally, the heads nip at each other in frustration
    • Barrowbogey heads: "...its clay head is a squat double handled jar with a black and white checkered glaze" or "...both heads are rustic wine decanters shaped like crowing roosters..."
  2. Empty but Not Nothing: Well, let's roll on the table for rooms #10 and #11a...to get... "a clue or password" and an "encounter clue"
    • Okay, #10 leads to a weird room where there is a toast to summer, so how about we put a banner hanging from the beaks of two very large taxidermied twin-headed hawks, that says "TO SUMMER".
    • For #11a, since the northern passage leads to the crypt with the zombie mermaids, let's put 4 frozen bodies in this room and an unnatural chill. They'll all have gold coins frozen in their eyes. Does it completely make sense? No. But it will make the PCs pause.
  3. More Treasure: One easy thing to do is to increase the value of the holy symbol in #12 from 100 to 300. And if there is a pile of frozen bodies in #11a well, how about if you move them (2 turns) then it will reveal a bronze, fur-trimmed diadem worth 300. Now our new total treasure is 600 plus the magical jug. Not bad.

Final Thoughts

I've actually started to play this dungeon a little bit and so far I'm happy with it. I think 07-12 set of rooms is one with a strong Dolmenwood flavor because it involves the barrowbogey who I've connected to a rumor of stolen pottery locally. Whimsy that could get you killed!

FRIDAY NIGHT DUNGEON DRAFT: Editing Six Doors of the Forgotten Lord Rooms 01 to 06

 


CONTEXT & GOALS

I have a slight fascination with understanding how much creative mileage one can get out of the Basic D&D and a couple of sheets of graph paper. I hold this idea that a DM of minimal experience should be able to hammer out a dungeon with the creative energy of Monday bored-in-class and have a good time running it Friday night. But I might be putting too much faith in random stocking and shooting-from-the-hip ideas. There is a reason both Moldvey and the Designing Dungeons Course councils are brainstorming key items, monsters, and locations as anchors when building a dungeon. Those central idea provide thematic & aesthetic guidance for the dungeon.

So to test, I grabbed a Dyson map, the Dolmenwood campaign for flavor, and started stocking with an eye toward speed-to-play, not quality-for-publication. I also took each set of rooms, six at a time, to hopefully create unified micro-areas.

But what would be interesting would be to blog an editing pass at this dungeon. What works and doesn't? What happens when you lean on a random stocking? And what are 3 things I can do to improve each section without a full re-write? I don't think I've seen this done before. And I want your comments below too!

CRYPT of the MERMAID'S ANCHOR (Pg 3)

Link to the Draft Document: Six Doors of the Forgotten Lord

Key Detail: Room 01 is a key dungeon entrance, so I rolled a on the heraldry table and got a mermaid motif- sea theme it is!

Inital Treasure Total: 900gp, no magic items

Initial Problems: 

  1. Too Hostile: The six rooms have a total of 9 hostile skeletons, which feels too intense for 1st-level characters right in the first set of rooms. It promotes as sorta look-and-leave stance with little exploration. We want to draw players in.

  2. Boring Treasure: The secret door is not too hard to find, and yields a helpful MU NPC, but not really an exciting treasure. They discovered a secret, so let’s get the fantastical rolling

  3. Door to Nowhere: There is also a frozen fountain, 3 skeletons trapped in the ice, and a visible staircase which leads to a “level 2”- however, I don’t have that planned.

Edits to Punch It Up:

  1. Unexpected Hostilities: How about behind the north door are zombie mermaids that spit freezing salt water? The skeletons around the frozen fountain will be inert, but those in the west coffins will only attack if the south door is kicked in. Honestly, maybe we should have more zombie mermaids in lieu of skeletons, which were rolled on the random encounter table

  2. Thematic Treasure: Okay, so they fight off 4-6 enemies, so let's give something cool. I made a list of treasures that is under 600 gp- on of these is a wizard pipe. This wizard accidentally fell asleep so maybe a spilled bag of sleeping sand (as sleep; 1 dose left). And since we have a sorta pirate theme, how about a treasure map- which is not often seen any modern modules. Because these treasures aesthetically match other elements in this area, I think players will be triggered to spin off conclusions about how the items all connect. Maybe those musings can be DM fodder.

  3. One-Way Portal Fountain: Hmm, since I don’t have a 2nd level here, perhaps we can turn this into a one-way portal. One-way doors were also a feature of older dungeons, but I don’t see often now. So let’s pick an interesting place that maybe has a mirror or have them just fall through the ceiling somewhere else. Or maybe a ship moored somewhere else- a micro-dungeon?

Final Thoughts

Undead mermaids are just plain more exciting. A one-way portal feels "WTF!" from the player side, but surprising. But the treasure needs better work. I still like the idea of releasing a PC who becomes a part of the base town.


EXTRACTION SHOOTERS: The New Dungeon Crawl?

A play report from a recent run in MARATHON.

***

I've accepted a contract from CYAC in return for gear, but importantly, an introduction to TRAXUS, another corp trying to claw a return back from their investment in the failed Tau Ceti colony.

IN ONE RUN [DIRE MARSH]:

[_] Hack the terminal at Intersection, Complex, or Bio-Research

[_] Acquire the Shipping Manifest from UESC Commander

[_] Scan the nearby stacked shipping container before it is picked up

***

I drop [ASSASSIN shell] in around MAINTENANCE with a TRAXUS-sponsored pack. Killed twice before with gear. Now I'm running the absolute minimum: gun, ammo, shield pack, and patch kit. Left with 6 open slots in my backpack.

I make a wide loop east around AI UPLINK, then north to COMPLEX, and specifically CMPLX-3 managing heat. Along the way I am grabbing mainly extra shields/health and any blue/purple items of value. My cloaking ability helps me get past most forces. I pick up a V11 PUNCH along the way.

At CMPLX-3, I realize the terminal is on a second story (good), outside walkway (bad). I'll be exposed to UESC robots as well as runners. Cloaking I complete the easy part- hacking the terminal.

An alarm goes off (very bad) and the UESC security drops (bad but the second objective).

I pick off the 3 "recruit" robots (lots of noise) and take a few potshots at the commander. I realize if I don't get aggressive, other runners will get in the area and pop me.

I heal up and drop down among the shipping containers, then throw out my smokes disks blanketing the area around the commander. It has an icon above its head, so I can unload slightly below it, and it can't really get a bead on me. A series of icon flutter overhead, shields crack, dozens of hit markers, V11 ammo gone, and finally an 8-bit skull icon- commander dead. I grab the shipping manifest card.

I want to loot the slag heap of UESC force, but I'm almost dead, and I made so much noise. Plus I have 3:00 minutes to find and scan the shipping container. Tucking myself in a small corner, I begin to heal but freeze when I hear the tell-tale rapid put*put*put*put of runner's feet.

$%&^(*! Just when I was done with this damn contract.

Fortunately, my cloak is ready, so pulling it on, I slowly creep to my right and catch a VANDAL shell coming up a ramp. I am a second earlier and unload my AR, shields break, and I hear an "ahhhgg!" on the proximity mic. Finish them off with a knife.

That was yet more noise! More potential runners.

I scramble to loot any health and ammo. No better shields- damn. But a better backpack +8 slots. Clean up the scrap in the UESC pile. Worried about time, I scramble to the shipping containers. Again, I have to climb up and be exposed with no cloak, no smoke, and little health. SCAN COMPLETE.

$%&^(*! ME! I scamper down and take a blissfully easy EXFIL out covered by smoke that had recharged on my tense run to the EXFIL.

Total IRL time [minutes]: 10:00
***

Perhaps I don't want my D&D games to feel exactly like MARATHON. They are short, tense affairs. But I do find the choice-making in extration shooters and dungeon crawls to be strikingly similar. And I've felt this way ever since I played my first extraction shooter.

This new type of FPS really does capture the essence of slot-based encumbrance with backpack and loadout evaluated against items you find by looking: loot, weapons, ammo, and health. 

You are dropped off in a large, open location that becomes familiar over many live-die-repeat cycles. You have to avoid traps, random encounters (computer NPCs), and other adventuring parties (live players). 
Time, noise, and resources all have to be managed. Also, how much risk are you willing to take?

What you grab and extract with helps you level up with factions and afford better gear which allows better chance of success next run. Now MARATHON had a few nice ways of bestowing some gear and completing quests (contracts) without requiring 100% exfil success every time. This is nice.

There have been digital dungeon crawls before extraction shooters- DOOM is the big one. But extraction shooters seem to really bring it all together, including the town-dungeon-town loop! I wonder if there are lessons to be learned from these games, which took so much from D&D, that could be brought back to fantasy adventure games? What are the key elements?

I'll leave that question open instead of further lengthening this post with attempted mechanics. I'm not even sure I know what I even want to add. I claim not the intensity and instead the importance of the choice- what to grab, how long to linger, loot vs objective.

But don't we already have those in RPGs? What are they missing? Or how do we make those elements more exciting?

SIX HEX CRAWL: A Mini-Setting Proposal For A Megadungeon

More than enough!

I wanted to post a little bit about the starting area surrounding a campaign megadungeonThis is sorta a riff off the "Just Three Hexes" post from Chicagowiz's Games. 

A key facet to me is that if the area around the megadungeon is too interesting, or more specifically, generates a quicker reaction to player actions than the dungeon itself, then naturally, attention will turn outward. This is one of my enduring (positive) criticisms about Anomalous Subsurface Environment: the setting is just as interesting and exciting as the dungeon itself, creating distraction.

Instead, I believe a DM should make the hexes surrounding the megadungeon like mirror so they reflect the dungeon itself causing attention to turn toward the focus of the campaign- the dungeon. This does not mean make them boring or unimportant or uninteresting. Rather, let us make the region immediately around the megadungeon provide two things: (1) extra resources to delve the central dungeon (2) require resources found in the dungeon. This way we are broading the loop of "dungeon-town, repeat" to "dungeon-town-region, repeat".

So, how big an area should we start with? 

I think one 6-mile "Wilderness Hex" under the influence of a stronghold. In brief, when a player wants to build a stronghold, they need to clear a 6-mile hex to build it on and clear six surrounding 6-mile hexes of monsters (the brown hexes below). It is also reasonable to assume that the stronghold can control the next ring of hexes outside the initial 7. Therefore, a stronghold can control the one 30-mile world hex it is in (the orange hex below).

AD&D hex recommendations.
The blue strip is NYC's Manhattan Island
in 1-mile hexes (~13miles long x 2 miles wide)

Also, I like to consider megadungeons in these wilderness hexes to be the fantasy equivalent of a micro-nation crossed with a "US Super Fund Site"- which is a designation "given to the environmental program established to address abandoned hazardous waste sites". This is because megadungeons are dangerous, and most rational human rulers do not really want to be responsible for them. So they tend to end up as micro-nations under minor nobility or former adventurers. 

Even two opposing armies don't want to march through or clash in a region with a megadungeon. No one wants to be the reason Korg and the Army of Winged Blood Drinkers once dorment now have risen because so much blood from battle soaked into the ground. Nor do you want to have your nighttime camp ruined when the dead from the Fields of Haunting Horrors arise. Or even just have your 3 great generals lured away by the Crystal Voices from the Frozen Lake Keep.

What might you want beyond a starting "dungeon town"? And how does it contribute to PCs lower than level 4?

Let's further concern ourselves with just a piece of the 6-mile stronghold hex (above in green) and write just seven 1-mile hexes which, as I said above, focus attention back on the megadungeon itself. With 1-mile hexes a PC could travel to every hex in about 1 day. Great, should make the bookkeeping easier. 

This also explains how the stronghold at the center of this region might be able to project it power and explains how if bad things happen at the megadungeon, word will get out fast. Prompting ramifications with the lawAlso, if NPC at location A needs something from location B then the PCs can actually accomplish this in a 2-4 hour game session.



0201- The megadungeon & the "Dungeon Town": All the basics at inflated prices! The town is run by a faimed former adventurer. Farming is done by a small group and again, prices are high. Blacksmith and Innkeeper also have a little higher prestige. The thieves' guild runs all of the trade. A DM might also have a toll set up to even enter/exit the dungeon to pay for an extra garrison at the dungeon. Everyone here is a weirdo and has a personality that sits at the extremes because they've been affected by something, are running from something, or don't fit anywhere else. This place is "chaotic" and really doesn't want your "law".

Purpose: Provide the very basics for dungeoneering as in d6 weapons, light armor & shields, and tools, while also providing hooks & history about the dungeon. Also dubious hirelings. If the players want better gear they need to scavenge it from the dungeon OR travel south, pay more money, and be nice. However, this down is willing to deal in the dangerous items that might be found in the dungeon.

Painted-Fellows Fence: A "dangerous" dungeon item can be sold with a maximum placed on either speed, value, or descression. Pick one. Speed means money will be had next session. Value means the item will be sold for 1.5x-2.0x. Descression removes the chance that the Crown, Church, or other parties will take an interest. If you have a thief, the fence might cut their take out of professional courtesy.

0301- The Ruined Temple: Maybe the god was forgotten, the temple abandoned, or the ground desecrated. There is more than one story surrounding this location but like the Old Tower, people stay away from it. Well unless you need to pray for something bad to happen...

Purpose: A place for a petty god or gods who will provide divine intervention on a local level. Resources that don't require gold but might require devotion or a geas, so similar to the Witch's Hut, but without the immediate exchange, but might also discriminate. Can be improved with offerings from the dungeon.

0202- The Witch's Hut: A humble cottage that is bigger on the inside and never really in the same place twice, but somehow the truely desperate always seem to find it. The heavy black cauldron in the garden is sometimes empty, sometimes not, and sometimes at a foaming roil. The witch who lives here deals in cures for disease, lost limbs, and tutors magic-users.

Purpose: When you are out of coin, other forms of payment are accepted here- monster organs, favors, loss of voice, noses, or teeth. New spells are found here. Replacement for limbs. And potions.

0302- Mysterious Glade: Hard to find in the daytime, but very easy to find at night, there is a chance that some "locals" are present. Is a nexus between light and dark, the fay relams, and maybe those beyond. If rare mushrooms or flowers are going to exist, then they are going here, but they are only going to appear under certain conditions

Purpose: To provide a place for ad hoc magic rituals or non-dungeon magic components. Want to commune with a spirit? The Mysterious Glade, with its standing stones is the place to do it. Gonna reincarnate someone killed in the dungeon? Done right here. You'll need that special book from the dungeon and some organs.

0402- The Old Tower: A crumbling location that has a connection to the local history. Maybe haunted, maybe not. But it's unoccupied and looking for brave or stupid new owners- locals won't touch it.

Purpose: To provide an alternative dungeon entrance into lower levels, but at a price as something could occupy it at anytime. Alternative camp for the PCs if they get thrown out of town or need to hide. Could have timed events.

0203- Crown Bridge: The local ruler knows (mostly) what sorta trade goes on at the dungeon and so is looking to take their cut of the goods that move back and forth.

Purpose: A projection of the Crown's power in the region, but not so close to the "Dungeon Town". It is away to drain money from the PCs who are trying to buy stuff at the "Other Town" and also explains why most normal merchants don't cross the river-- it just doesn't pay

0303- Lake Town or "The Other Town" This town is far more respectable and law-abiding than the Dungeon Town. Prices are fair, and they get more rare items normally found in a city, but on an irregular basis. You can also find better armor here. The Church also has more say here, but is willing to cure status effects for money. There are also more individuals connected to the Crown and other nobility

Purpose: To provide a wider variety of goods at better prices if "common" and to provide a way to get rarer non-dungeon items, but still at "inflated" prices.  Getting there requires a whole downtime action, being 3-4 miles away. More respectable hirelings here with good skills and less likely to be a mimic, possess, or just murder you and take your stuff.

That's it! I dunno if I've quite nailed what I was going for when I started this post, but all the more reason to just hit "publish".

CRYPTS OF DOLMENWOOD: Using The Timeline to Determine Motifs of Tombs, Dungeons, And Undead



I am currently trying to key Dyson's Winter Tombs as a Dolmenwood-by-the-numbers dungeon. As I was pondering the question of dungeon history, I realized Dolmenwood has a pretty laid out timeline of the past. And it hit me that I can use that timeline to better place dungeons in the history of Dolemenwood, which could also help determine prominent motifs.

TABLE OF BURIAL SITE/CRYPT/DUNGEON MOTIFS in DOLMENWOOD

Roll 1d12 and add the dungeon level or number of hexes from a human town/keep/castle. 

Alternatively, pick a date, and each dungeon-level deeper represents a 100-year change, but motifs only change when you hit a noteworthy period.

NB: Last thing, in order for a burial site to survive 100s or even 1000s of years, it must be well constructed. So, when I list burial sites below its implied "of surviving/identifiable sites."

  1. 100y Fall of Abbey, decline of Church
    • Church burial sites add this fall motif but smaller to demphsize
    • Human & Breggle burial sites increase heraldic symbols of House
  2. 350y Staint Clewyd dies slaying the Atacorn
    • Church burial sites add fall motif as predominant
    • Nag-Lord allies will have the Nag-Lord as a motif if allied with the cult
  3. 400y Nag-Lord arrival; as #4 with Triple Compact burial sites
    • Triple Compact motifs are more downplayed
    • Nag-Lord motifs are small and emerging if burial site is part of the cult
  4. 600-850y Triple Compact Banishes Cold Prince; human and breggle burial sites predominate
    • Drune, Church, and Crown motifs play up the Triple Compact
    • Breggle are a mix of house and Triple Compact
  5. 900y Cold Prince's Wrath, unnatural winter befalls Domenwood for 150 years; burial sites have 
    • All burial sites winter/snow/death motifs, also war/battle motifs between human and fay
  6. 1,000-1,100y Brackwold settles and builds out; breggles and humans co-rule ; deep in the forest, 
    • Burial sites are human & breggle; sometimes feature alliance motifs
    • Drune burial sites can be found remotely
  7. 1,200y Arrival of Brackenwolders as a second wave of human population 
    • Human burial sites motifs will feature different symbology than the previous woodcutter/Green Man motifs
    • New human motifs will also feature the Pluritine Church; 
    • Drune sites become obscure
  8. 1,500y Drune-Breggel war; Longhorn nobility begins as descendants of Hraigl
    • Drune depicts Hraigl's work as betrayal
    • Breggel motifs show Hraigl as a savior and mother figure to all breggels
  9. 1,700y Drune powerful and Breggles serve them, so burial places are drune with breggles in secondary positions
    • Drune burials feature motifs of power/domination with breggles in servitude
    • Breggle burials feature desires for salvation OR acts of Drune service
    • Human burials are "woodsman" motifs and might depicts the Drune/Breggles as hostile
  10. 1,800y Non-Drune human wood cutters who venerate the wood god arrive; burial sites are human but feature wood god/green man-type motifs
    • Human burial are "woodsman" motifs and feature forgest gods/Green Man motifs
  11. 1,900y Drune begin activity, and so have a burial presence 
    • As #12, but burial sites will now contain Drune
  12. 2000-2,500y Burial places mostly breggle, but rarely human- cold prince iconography might be featured prominently or at least snow/winter motifs
    • Burial places mostly breggle with few human
    • Cold Prince is a predominant, almost god-like figure at all burial sites
    • Snow & winter motifs also predominate
EXAMPLE CRYPT

In the dungeon I am keying right now, one sarcophagus is described as follows:
The Forgotten King (room empty): A finely carved granite stone work table of an age past forms the head of this hall; all four sarcophagus feature a relief of their occupant; the stone table in front features a crown, serpent, and sword with life-like fidelity

This is fine, but it doesn't really ground this burial site into anything connected to Dolmenwood. King of what? When? Is there any motifs linked to anything? What do the crown, serpent, and sword (I like the ring of that triplet) represent in history?

I dunno! So let's use the table above- [grabs 1d12, rolls]- a 5!

5. 900y Cold Prince's Wrath, unnatural winter befalls Domenwood for 150 years; burial sites have winter/snow/death motifs also war/battle motifs

Okay, so now this tomb, which is a part of the larger complex, was built in the years of the Cold Prince's Wrath. We can add some detail to the tomb now:

The Forgotten King of the Long Winter (room empty): A finely carved granite stone work table sits at the head of the room and inlaid with pale mother-of-pearl snowflakes; all four sarcophagi feature a relief of their occupant- all extremities, lips, and noses painted black as if frostbitten; the stone table in front features a crown covered in icecicles, a sword fashions like cold-iron, and a serpent with a snowflake pattern.

Great, so now there is a little bit more character to this empty room (1) its more than just "empty", but (2) it grounds it in some era. As a DM, I'd let the PC puzzle out if this king was for or against the Cold Prince. Maybe it could be an adventure hook carried forward.

Okay, let me wrap this up by presenting how this could inform undead (monsters) and traps, which are other stocking instances that could come up around crypts and burial sites. This is nothing astounding, but helpful in a pinch:

  • Undead: If this room did contain skeletons, zombies, or wights, we could use the table above to help decide the aesthetic and concerns of the dead. So for #5, I might say the king and his family were against the Cold Prince, but their undead hate all fay and attack them on sight while ignoring the humans. They might constantly question the intent of would-be intruders, perhaps even offering up cold-iron if the PCs can convince them they are against the Winter Wyrd.
  • Traps: Same trick as with monsters, we can theme the traps. Let's say the king was an alley with the Cold Prince; now the traps could be winter-themed. Howling winds that flow out fire. Ice that drops from the ceiling or grows as sudden crystals out of winter motifs. Maybe anyone human who touches snowflaked items suffers "Winter's Bite"- 1d4 damage and numbing pain.


In summary, I think this helps turn a couple of pages of history from mere "lore" into more influential and actionable traits.



PUZZLE PIECES: What Makes A Puzzle Dungeon?

Link the picture


I had the good fortune of sitting down with DirectSun to discuss putting all the pieces together for a good puzzle dungeon.

We chat about Nightwick Abbey, goblins that sell noses, toes, & teeth, spiders with top hats, thematic alignment of dungeon elements, and how I think the puzzle should either be dungeon navigation or a single "thing."

This series has been really good with videos featuring the likes of Arnold K, Gus L, Nick LS Whelen, and my Designing Dungeons co-creator Josh McCrowell

WHY MEGADUNGEONS? A Campaign Structure for Modern Lives

 

Original image from the Diablo pitch document, which now
feels like an OSR doc from yesteryear


🥇 Post won a 2026 Gold Bloggie for "Best Theory" content!

Why Megadungeons?

Over on the Prismatic Wasteland Discord, a member asked essentially, "Why megadungeons?" This is a good perennial question that deserves perennially blogged answers. Heck, Ben L. of Through Ultan's Door does a whole podcast on the who, what, when, why, and how of megadungeons- Into The Megadungeon. Go listen, its a treat! The questions deserve continual attention because megadungeons are a foundational campaign structure for Dungeons & Dragons and, therefore, the campaign structure of most descendant fantasy adventure games. 

Dave Arneson's Blackmoor campaign, the genesis of D&D as we know it, quickly became centered around the group’s individual characters repeatedly delving into the dungeon below Castle Blackmoor. While it was not initially intended to be this way, accounts suggest that the dungeon delving proved so enthralling that the player refused to abandon it. Only after losing Castle Blackmoor itself, did the players tear their attention away.

A while later, once Gary Gygax was introduced to Arneson's novel campaign structure, he too began to formulate his own castle-based dungeon of infinite levels and the famous Greyhawk campaign begun. Its impact on D&D cannot be denied. But Greyhawk was not the second dungeon; one of Arneson's players created Castle Tonisborg with a soon-to-be-released early draft of D&D in 1973, which again featured many multiroom levels filled with treasures, traps, and several dragons.

This vast dungeon campaign structure also predominated outside of the D&D founder’s groups. If you read early editions of Lee Gold's Alarums & Excursions, early campaign structures often feature deep dungeons. And even one of the earliest published third-party modules for D&D by Judge’s Guild was the Caverns of Thracia (1979). A very excellent dungeon whose gold-standard design is covered here by Gus L. of All Dead Generations.

Megadungeons ARE D&D.

Megadungeons in Video Games & Popular Media

However, megadungeons are not relegated to the past nor to the gaming niche of pen and paper RPGs. Megadungeons have been a big component of early and current video games too! Early PC dungeon crawlers like Wizardry, which I cover here, featured multi-floor dungeons that had to be delved by the player's party and hand-mapped by the player themselves. Of course, Diablo represents another example of a very famous and beloved video game series that features a megadungeon structure (see the image at the top of the post).

Wizardry (left); Super Metroid (right)

Megadungeons as a game design structure gained significant attention with the release of Super Metroid (SNES, 1994) and Castlevania: Symphony of Night (PS, 1997), which eventually led to the genre-defining term "metroidvania". The recent metroidvania game Silksong, a sequel to the acclaimed Hollow Knight, has put megadungeons right back into the forefront of people's minds. I direct you to Josh at Rise Up Comus for a nice discussion about how metroidvanias convey their megadungeon structures in detail. But I think simply looking at the two maps below you can clearly see Hollow Knight owes a lot to the dungeons of Dungeons and Dragons.

Dungeon example from Holme's Basic D&D (left)
Map from Hollow Knight (right)

Finally, megadungeons are not just a setting for video games. There are a few examples of very popular media that also place their story in the context of a megadungeon. The first that jumps to mind is Dungeon Meshi, which bears a shocking resemblance to old-school Dungeons & Dragons, but less surprising once you realize one of its big influences is Wizardry. In the category of hot-at-Barnes-and-Nobels, the book series Dungeon Crawler Carl, amusingly abbreviated DCC, is also gaining steam as a popular book series featuring a megadungeon, and it looks like Seth McFarlane's company will produce it as a TV series. The plot is that an average Joe, Carl, is ensnared in an intergalactic TV show after all of Earth is turned into one giant multi-level dungeon. The series feels more like it takes after World of Warcraft than anything else, but it's still a vast dungeon and dungeon crawling at its center. New manga Tower Dungeon also features a band of heroes attempting to reach the top of a 100-level tower to rescue the princess from a necromancer.

Megadungeons ARE D&D, but not JUST D&D.

Misconceptions of Megadungeons

Hopefully, you are convinced by the above that megadungeons are not an archaic campaign structure but one that is alive and well in the public consciousness and, therefore, might be a great way to start your next or even your first Dungeons & Dragons campaign. And to help encourage that, let me take a stab at answering some of the misconceptions about megadungeons:

Dungeons are boring hack & slash: This can befall almost any RPG game. While dungeons are a basic unit of play in fantasy adventure games, they are not a simplistic unit of play. Dungeons are a creative environment for RPG because they allow a dungeon master and players to develop the call-and-response flow of table participation that is required to make most RPGs work.

Furthermore, good dungeons are choice-laden, but are more constrained than their wilderness or open-world counterparts. This often provides the need for improvisation, but limits the need of novelty to a set of recurring themes and subjects at any given point. This constraint prevents a new DM from having to narrate 3 different ongoing situations, likely when starting a campaign off in a town or wilderness and saying, “so what do you do?”.

I don’t have time to key 300+ rooms: If you are going to design one, how big does it have to be to be a “mega” dungeon? I tend to think there are two qualities of a megadungeon: (1) is a minimal size and (2) a functional component. First, in terms of size, Hole in the Oak, a popular starting dungeon, is about 60 keyed room. Caverns of Thracia, which is a highly lauded megadungeon, has only about 117 keyed rooms. While 2011’s Stonehell, another highly recommended megadungeon, is over 700 rooms. 

Second, “keyed rooms” might not be the best measure because 1 huge room could require as much table time as 5 smaller rooms. So, another definition which I think is probably more applicable to today’s entertainment-compeditive lives, is that a megadungeon is a dungeon that forms the loci of play for an ongoing campaign. This means the dungeon is the center of action, with other locations, e.g. “the town”, playing a supportive or peripheral basis mainly as a place to provide downtime actions between the dungeon crawling.

Also, you don’t have to key everything at once. Gygax recommended having about 3 floors ready to go before calling your group together for the first game. However, we aren’t playing 8-hour sessions, so even having 1 complete floor of 30-50 rooms keyed would be enough to get started.

Dungeon design is difficult because its hard to design good dungeons: You might say that dungeon design is already difficult, made more so by having to create over 100+ rooms interesting enough to support a campaign. Well, fortunately, the creator of His Magistry the Worm, Josh McCrowell and I have written a dungeon design document. This course walks the reader through the steps needed to create a solid, table-ready 30-room dungeon. One can easily replicate this process 3 or 4 times to yield a 90 to 120-room, multi-floor, megadungeon. A key points is one is aiming for playable dungeons, not dungeons so excellent they redefine the genre. Give yourself a break and aim for bored-in-class creativity! Here Nick discusses how to make a megadungeon in two weeks. Miranda of In Places Deep also has good advice.



100 rooms of the same theme will get repetitive: I can definitely answer “no”. Through my many, many years of playing just Dungeons & Dragons, I can say that I still get excited delving cursed crypts filled with the undead. Megadungeons are great at distilling ideas AND giving them depth. Each floor can be populated with only a few ideas, themes, or aesthetics. Which means you don’t have to have an entire list of complicated plots, plans, relationships, and NPCs before you begin to execute a whole campaign. Megadungeons are a canvas to iterate on those same things repeatedly, which allows you to fully draw out an element’s flavor, because you must variate on each element. The opposite side of the coin to dungeons is “wilderness hexcrawls” can be a load of fun and certainly has been popular in the “West Marches” format. However, I think hexcrawls can dilute ideas because a DM is required to spread them out over a much larger area, like a kingdom/region, and the basic unit is the 6-mile hex not a single room. Even with several items per hex, this can give the feel of a lot of empty space. The players also cover more ground and retrace less frequently. This further increases the need for novelty and decreases the impact of a single idea.

Moving through the same rooms will get boring: To address again the fear of repetition, megadungeons employ repetition simultaneously on two levels: in-game level and at a meta-level. For the former, the familiarity born from repetition allows the players to quickly navigate the megadungeon, exploit its secrets for their benefit, and maximize the impact of faction engagement. For the latter, repetition increases player knowledge of the fictional world. It helps cement the names of NPCs, location, and keeps them abreast of recurrent themes. Repetition also helps the DM ensure novelty has an impact. If a party has explored and passed by the fountain of Zeus 10 times, then they are going to be pretty surprised and intrigued when the fountain is cracked, water drained, and there is a staircase leading down into the dark.

Well, it is a silly idea that one person or group built some huge complex for no purpose other than to store their treasure: Another common complaint that I hear is that a megadungeon in too contrived even for a fantasy game with giant, fire-breathing lizards. That a wizard did it, is too insufficient or by the power of the mythic underworld is too handwavy. I only ask that one take a moment to look at how the mega-wealthy and powerful lived both in the past and present. For instance, the Palace at Versailles has 137 rooms listed which is more than the number of keyed rooms in Caverns of Thracia. The founder of Facebook is supposedly buying up eleven houses, which totals to something like $100 million on his block to create a complex in California. Even if that is not convincing enough, let me try this one last thing. In terms of fantasy adventure gaming, much like videogame counterparts, it is much more important to have a gamable space that aesthetically resembles a realistic space than it is to have a truly rationalized and functional area. After all, more real tombs are linear and contain few rooms at all.

Megadungeons are where the familiar allows expression of the fantastic.

Megadungeons as Campaign

Finally, I want to end by addressing the megadungeon as a campaign structure.

I think the modern play environment today is a far cry from Gygax’s weekly 8-hour gatherings. And instead, most people involved in D&D post-college can only spend about 2-4 hours per session, once a week. I know I am fortunate enough to play about twice a week, but anymore is really stretching it. It might seem contradictory, but this play constraint is very excellent for a megadungeon campaign.

Megadungeon have a simplified campaign structure/loop: Town to megadungeon and back again. The dungeon, of course, is where the action is and the town is where resupply is. But the town usually contains a civic faction, a religious faction, and 2-3 other groups that represent the world at large. Additionally, the proximity to a dungeon of legend provides a good reason for all sorts of weirdos to visit. And, of course, things in the dungeon could also crawl out of it. And, there is usually enough reason to have a few areas outside the town to also provide a small regional space: the other town that hates the dungeon town, the hermit’s hut, the strange standing stones, the lake, and the ruin temple/tower. All which can be their own adventure locals, other entrances to the dungeon, both, or just locations for extras like spell components or special training. When combined with repetition, this means in just a few 2-hour sessions, players become very familiar with a lot of their local world. This reduces the need for a DM to repeat names, locations, relationships, and lore because there is just not that much there to catalog, and the players see it a lot. A huge advantage!

On top of that, it also doesn’t take long for players to see the impact of their actions for good or bad. In a large hexcrawl, if you burn down the inn, players can just move on. In a very local megadungeon campaign, they are sleeping outside or in the dungeon. In a hexcrawl campaign, if the evil mimic leaves with the party, they might not see that effect for a while. However, in a megadungeon campaign, said mimic might become the favored inn, replacing (mysteriously overnight) the prior inn they burned down.

Megadungeons are where the familiar allows focus on play and player actions.

The End, but the Beginning

…of your megadungeon campaign!

I’ve hoped I’ve been able to to convince you that a megadungeon is a contained campaign space that concentrates fantastical ideas by stretching them to full effect, uses repetition to the player’s advantage, which enhances play investment, increases the impact of novelty and change in the adventure location, while being a format that combines well with busy adult lives. And instead of being a campaign of the yesteryears of Dungeons and Dragons, it is a campaign structure that is being brought back to gaming consciousness through manga like Dungeon Meshi or Tower Dungeon and through video games “metroidvania” genre like Hollow Knight/Silk Song and Blasphemous 1 & 2.